Use of a Whisper Missile requires the inclusion of a Cruise Missile Launcher Model in your Task Force. This Launcher is the only Model that may call the Whisper Missile strike, though it may call in other strikes.

Effect: The Whisper is a two-stage, disposable munition and is considered a part of the Section its Launcher belonged to. On the turn it is called in, it must perform 2 Movement Actions using its maximum Mov value. The Whisper Missile may not engage any Model in B2B on the turn it is launched. On its next turn, the Whisper may perform 1 or 2 normal Movement Actions to move into B2B with any enemy Model. If it does not close to B2B with an enemy model on the turn following its launch, it runs out of fuel and is removed from play.

When the Whisper Missile comes within B2B contact of any enemy Model, the Whisper's owner may make a Critical Hit Attack Roll of 1d10+3 Piercing/10 versus the target Model's DV as a Free Action and is removed from play. The Shielding SA does not reduce number of points of damage taken by this attack. The Attack always inflicts a minimum of 2 points of damage, even if the modified Critical Hit Attack Roll was less than the target Model's DV.

The Whisper Missile may be targeted by other Models, and therefore may be destroyed if enough Damage is inflicted upon it.

Example: Player A launches a Whisper Missile on Turn 2. On player B's next Activation, he attacks the Whisper with his Butcher, doing 3 points of damage to the Missile. This damages the Whisper, but does not destroy it. On Turn 3, Player B activates first and again attacks the Missile, but fails to damage it further. Player A activates the Whisper and moves into B2B contact with the enemy Butcher. Player A chooses to detonate the missile and makes a Critical Hit Attack Roll against the Butcher. Player A rolls an 8, resulting in a modified roll of 20 (7 + 3 + Piercing/10). She compares this to the Butcher's DV of 12, for a result of 8 points of damage, removing it from the game.

Like its big brother, the Whisper, the use of a Ripper Missile requires the inclusion of a Cruise Missile Launcher Model in your Task Force. This Launcher is the only Model that may call the Ripper Missile strike, though it may call in other strikes.

Effect: The Ripper is a two-stage, disposable munition and is considered a part of the Section its Launcher belonged to. On the turn it is called in, it must perform 2 Movement Actions using its maximum Mov value. The Ripper Missile may not engage any Model in B2B on the turn it is launched. On its next turn, the Ripper may perform 1 or 2 normal Movement Actions to move to its target point and may choose to detonate the missile as a Free Action. If the controlling player does not detonate the missile on the turn following its launch, it runs out of fuel and is removed from play.

When the player controlling the Ripper Missile detonates the missile, he performs an AOE/6 attack centered on the location of the Ripper. Each model in the 6" AOE is subject to an Attack Roll of 1d10+3 with Shredder/7. Additionally all soft targets in the AOE suffer 2 additional points of damage, regardless of the result of the attack roll. Any Infantry type models suffer 3 additional points of damage.

Infantry riding in APC's with the Soft SA automatically suffer 2 points of damage, regardless of how much additional damage the APC takes. If the APC is destroyed, the infantry are considered destroyed as well. Infantry riding in an APC without the Soft SA are not subject to automatic damage.

The Ripper Missile may be targeted by other Models, and therefore may be destroyed if enough Damage is inflicted upon it.

Example: Player A launches a Ripper Missile on Turn 2. On player B's next Activation, he attacks the Ripper with his Butcher, doing 3 points of Damage to the Missile. This damages the Ripper, but does not destroy it. On Turn 3, Player A acts first and activates the Ripper, moves it to the chosen target point, and detonates the missile. Within the 6" AOE are 2 stands of Rifle Teams and 2 Hedgehog APC's, each carrying an Armored Rifle Team. First, the two Rifle Team models outside the APC's are both removed from the game, as the 3 points of bonus damage automatically kills them. He rolls a 5 for the attack on the first APC, resulting in a modified roll of 17 (5 + 3 + Shredder/7), which scores a hit. In total, the Hedgehog takes 3 points of damage (1 from the successful attack, 2 from the automatic damage to Soft targets). The infantry stand inside the APC automatically takes 2 points of damage, because the Hedgehog has the Soft SA. He then rolls against the second Hedgehog, rolling a 10 and scoring a Critical Hit. He then rolls a 7 for his critical hit, resulting in a modified critical hit roll of 17 (7 +3 + Shredder/7) for 3 additional points of critical hit damage. In total, the APC takes 6 points of damage (1 from the successful attack, 3 from the Critical Hit, 2 from the automatic damage to Soft targets). This destroys the APC and the Armored Rifle Team riding inside.

Cruise Missile Launcher
Point Cost: No Cost when purchased with Whisper or Ripper Missile

The Cruise Missile Launcher is the mobile launching platform for the Whisper and Ripper Missile Systems. Once the Missile is launched, the Launcher remains in play, and while its primary function is done, it can still be used to call in other strikes using its FiST ability. If the Launcher takes damage while still hauling a Missile, the Missile takes an equal amount of damage. Should the Launcher be destroyed before the Missile is launched, the Missile is also destroyed. Initiating Close Combat with a Cruise Missile Launcher automatically destroys the Launcher and any Missile it is carrying.